Press space to see the example map. See inside the "TerrainMap" sprite for further instructions. Please comment with any error messages you receive! =============================================== This is a tiled terrain renderer I've been working on for Isle of Dolor and other projects. I originally intended to have isometric graphics for Dolor, but I decided that the sokoban puzzles were already hard enough that not being able to see them from directly above would be too annoying. Rendering with tiles rather than drawing each zone individually also means I can make the island bigger and design new levels more quickly. One important thing I had to try to include was different vertical levels of terrain, since the combat system in Dolor makes use of the ability to push monsters off of ledges. I tried representing this in the top-down view with shadows around the edges of cliffs. Does it look reasonable? Can you tell which areas are at which heights? The main interesting feature of this system is that the input maps are one pixel per tile, and the scripts determine what borders are necessary between different areas. It also automatically rotates tiles so that I don't have to draw a different costume for each rotation of the same arrangement of features. ======================================== Click "See Inside" and try it out!
==================================== More info on Isle of Dolor: https://scratch.mit.edu/studios/393460/ ======================================= I'm a bit worried that the tileset sprite will approach 10MB in size as I draw all the necessary costumes... one way of avoiding this would be to have the renderer stamp the basic terrain first and then stamp the borders and features on top of it, but I want to use scrolling clones in the final game rather than stamping, and doubling the number of clones would put me too close to the 301 limit. 12/29/2016 -- Changed water color, started drawing mud tiles 12/28/2016 -- Initial Release